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addhelmet toggle, tidy up sprite code, found a bug in the old one where a cmp against 8D (which had already been masked) always failed but just so happened to fall thru into the correct code anyway. consolidate a few routines to save so much stack push/pulling consolidate the sprite enable / disable / pallets' into a single table.
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I would name this "Start location icon" rather than "Samus helmet icon". If we are splitting this one off, I think Ship should also be split off as a separate option. |
cool i'll rename that! I can split the ship off too if really needed but the way it is now im packing everything into a small table and only have the low nibble for the enable/disable bits (4 options).. its not that much of a deal to have the ship as a separate toggle too it just means i'll have to enlarge the table a little and its not as nicely consolidated >.< but its no problem if you want that split |
Yeah I mean I guess no one has complained about the Ship icon, and it doesn't obscure anything, so maybe it's ok to keep. It's just less related to the save icons than the start location is, so it seems like an odd grouping now. But it can be ok to leave. I would like if the rename away from "Samus helmet" could go deeper, including labels, internal variables, setting name, etc. |
Add option to disable the samus helmet spawn point icon.
The map_area.asm was getting a little difficult to read around the sprite icons checking / processing.
Consolidated the enable/disable check with the palettes into a table and removed a lot of the previous stack push / pulling by combining coords into A register and dealing with them differently.
Hopefully easier to read / update in the future if needed.